﻿Shader "Custom RP/Unlit"
{
    Properties
    {
        _BaseMap("Texture",2D) = "white"{}
        _BaseColor("Color",Color) = (1.0,1.0,1.0,1.0)
        _Cutoff("Alpha Cutoff",Range(0.0,1.0)) = 0.5
        [Toggle(_CLIPPING)] _Clipping("Alpha Clipping",Float) = 0
        [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend",Float) = 1
        [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend",Float) = 0
        [Enum(off,0,on,1)] _ZWrite("Z Write",Float) = 1
    }
    SubShader
    {
        Pass
        {
            Blend [_SrcBlend] [_DstBlend]
            ZWrite [_ZWrite]

            HLSLPROGRAM
            //限制 平台版本 3.5及以上
            #pragma target 3.5

            //Alpha 裁剪
            #pragma shader_feature _CLIPPING
            //启用 GPU Instance
            #pragma multi_compile_instancing

            #pragma vertex UnlitPassVertex
            #pragma fragment UnlitPassFragment

            #include "UnlitPass.hlsl" 
            ENDHLSL
        }
    }
}